I have a test file with a cyLight (Point Light) and three objects (cube, cone and sphere). My cyLight should only give light to the sphere, is this possible with Cycles4D light?
Like the internal Cinema 4D light tag project with exclude and include.

I have a test file with a cyLight (Point Light) and three objects (cube, cone and sphere). My cyLight should only give light to the sphere, is this possible with Cycles4D light?
Like the internal Cinema 4D light tag project with exclude and include.
cycles4d.png
Thanks

right now it is not possible (it is on Cycles road map though, so it will be possible soon when it is in the core).
what do you want to achieve?

Cycles 4d is a beautiful renderer, but I am very sorry to say that this "excluding light feature" is my biggest disappointment up to now and should have been added to cycles 4d a long time ago.

I also found that this problem originates from Blender cycles, but they have found a better solution, by assigning lights to groups. And then it can be determined per group which objects can (or cannot) be illuminated by it's lights it contains.

At this moment I have this problem with FXexplosia and I not only want to create smoke and fire, but also a intense flash light to create a intense bang. The problem is that when this light is lighting the ground in a good manner, it is lighting smoke and fire way to much. I actually need 2 lights: 1 very bright light to light the ground and 1 softer light to light the smoke and fire, wile maintaining it's nuances and details without over exposure from the first light.

Any suggestions, other than Mario's (or a more detailed version of his solution in this)?

Thank you for your answer Mario, I have to say Cycles 4D makes some stunning renders, I really love the colourful results
I hope there will come a solution for this problem through an update in near future. I will certainly post my Explosia example, if I don't succeed in baking the light in the floor texture.

I did a lot (hours and hours) of research on the Exlposia object last weeks, looking for new methods to control and art-direct the shape of the smoke more. I did find some pretty nice methods, but were unfortunately time consuming. At this moment I get better results in how create the shape of the smoke and fire source. The more you can shape the source mesh as a real dynamic explosion, the more authentic and artistically use full the exlplosion will look. You can get some pretty nice results from a fine divided sphere and extreme displacer deformer with a animating noise and a moving x-particles noice shader falloff. As soon as I am ready and found enough new insights, I will post and share this in the X-particles users facebook group

"As far as I know light groups are not supported by Cycles. They only work for Blender´s biased standard renderer similar to Cinema 4Ds.

They added light group support to this years Cycles development roadmap https://wiki.blender.org/index.php/Dev: ... es/Roadmap so it might be just a matter of time until it comes to Cycles 4D as well once integrated to the core."

"As far as I know light groups are not supported by Cycles. They only work for Blender´s biased standard renderer similar to Cinema 4Ds.

They added light group support to this years Cycles development roadmap https://wiki.blender.org/index.php/Dev: ... es/Roadmap so it might be just a matter of time until it comes to Cycles 4D as well once integrated to the core."

Okay, that explains the lower urgency update level and I am glad that everybody from release r.17 can use the take system to deal with this issue. Unfortunately I only have r.15. So I have to deal with that and probably have to wait for Blender cycles 2.8, in order to solve this issue in Blender cycles internally and then Insydium can put this in a new update for cyles 4D